What are you working on currently?

work in progress:

Finished:

Check it out for yourself:

8 Likes

I think you should add multiple lives.

The door animation could be better (add screen shake).

The building seems to large.

Doing tasks is a little boring, maybe try making something unique and different.

Camera movement could be better.

Running animation could be better.

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I’ll try to address your feedback as best as I can:

  1. We’re doing one life, 50 robux (30 second timer to buy said revive). You die again after using a revive - you can’t revive no more. We don’t want players to be reckless and actually be careful around the environment. Creating a multiple revive system in my opinion creates a bad horror game dynamic since you basically are given multiple chances to beat the game. We want to punish players in our system.

  2. I could do screen shake, but I don’t know. Seems unnecessary, I’ll talk with my development team about this.

  3. I’ve actually been told that the map was too small. I’ll post a screenshot of the map here. Nights 1-3 will be the first to be released, Nights 4 - 7 will have the map be expanded. The map is maybe too big for 1 animatronic, that I agree with. But by Night 3 you’ll be dealing with 3 animatronics, Night 5 you’ll be dealing with five of them. So, we probably have to expand the map regardless.

  4. We don’t want players to camp in safe spots, so we added tasks where they have to leave said safe spots in order to progress in the game. Other things players have to do:

  • Fix electricity (4 fuses will spawn randomly around the map, the players must find them then go to the backroom to fix the electricity)
  • Air ventilation (When the alarms go off, the players must fix the air ventilation located in Arcade storage room.)
  • Tasks/Objectives (Like you saw in the video, players must do those. Self explanatory really)

In order for the player to beat the game, when 6AM arrives all tasks and the electricity MUST be done in order for the player to beat the game. They need to head to Main Lobby where a ProximityPrompt will appear saying “Leave Diner?” will show.

  1. I’ll look into it, We might add more camera bobbing into the walk & run for more realism.

  2. My animator computer is broken, so if we update the running animation it’d have to be a game update when the game is released. We’re trying to release this game in May.

Thank you for taking the time to read this if you did! I know I just yapped crazy.

Oh the map seems very repetitive and easy to get lost in then. I’ll just need to play it for myself to understand.

I really dislike games that do one life, especially when playing with friends. As if one dies early everyone has to leave.

What I would recommend is that when someone dies, they are taking to a zone and have a revive time (like project playtime), they can only be in the zone for 30 seconds if they are not revived in time they are dead. They also can only be in revive state once.

Maybe the player is also dragged to the zone, and players can get tasers to cancel the death (they will be in a limping state and be slower).

I understand this, but maybe find a different way to do this. Like maybe instead of just clicking prompts you have to play a mini game, for an example, the toy Freddy mini game from sister location.

All just my opinion.

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A little update

7 Likes

I have been working on this game for about a month now. I personally think it is really fun, but that many people have played yet. Please spread the word! Substitute Shenanigans [ALPHA] - Roblox

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MY FIRST GAME IN ROBLOX

Its a game to guess flags


3 Likes

LOD System & Auto Generator


Roblox’s built in RenderFidelity is not the best. Why?

  • No configuration for developer
  • Limited to individual (tri)meshes; no support for models

So, I decided to make my own…


Test scenario: dense forest

The buildings aren’t tagged in the LOD system (i forgot to hide them, oops), but it shouldn’t skew the results too much since both screenshots are taken from nearly the exact same spot.


Roblox’s system

  • All meshes have RenderFidelity as ‘performance’

~12.32 million tris

My system

  • All imposter models generated at runtime
  • All trees use preset settings “NatureMediumDetail”

~1.22 million tris


The performance gain will be significant for lower end devices!

How about we toss some buildings in…


Test scenario: buildings


Roblox’s system

  • Buildings are left untouched from toolbox

~563.3 thousand tris


My system

  • All imposter models generated at runtime
  • All buildings use preset settings “BuildingMediumDetail”

~71.7 thousand tris


Pain point

You’ll notice the buildings are pretty visually different in their imposter form. This is a bit of a downside: the system is stronger than Roblox’s, but this comes at the price of visuals. It’s pretty difficult getting the generator to spit out good results.

Thankfully you welcome, the system comes with “LODVariations”, which can be added and tweaked to your liking. Therefore, it really comes down to finding the perfect balance between looking good and not having too many tris.


Closing & Thoughts

Atlast, with the system being nearly finished, I’m pretty happy with the results. The concept of the system isn’t really all that complex, it was just figuring out the best way to do x, and then fixing the hundreds of problems that follow along. I’m still yet to do ‘real life’ test scenarios (meaning not random models I found in toolbox and duplicated around), so I’m sure I’ll find 100 other flaws that’ll have to be sorted out before applying this anywhere.

Anyways, if anyone is still reading this and is wondering, I do have plans on making this available to the public. I haven’t decided if it’ll be open source or paid, so if you’re interested, you’ll have to wait and see :eyes:

Thanks for reading

Extra

WIP Plugin for generating imposters in studio:

Birds eye view where some trees are loaded and most are in imposter form:

4 Likes

Anyone here like bunnyhopping?

3 Likes

Working on getting some development stats setup so debugging is easier.

1 Like

hey! first time im actually posting sooo hope im doing this correctly…

anyhow, im working on a reflection system, mainly designed to run on a range of devices, that being from a i9-14900kf to a iphone 5 (yes a actual iphone 5 and i confirmed both) got it to run at around 240 fps at… i think 32 reflections and a max of 1024 reflections with about a performance of 100 to 300ms cpu time, both performance things are for the i9-14900kf, i also got about 16ms cpu time on the lowest settings for the iphone 5 and about 6 reflections or so. the reflections are also dynamic and scale with gpu settings, it also includes a physical reflection mode, that being where the reflections are in the workspace. do note due to the a paradox caused by a overlap of physics objects such as the original and reflection it causes itself to resolve and fling the player (which is the object that seems to get it the most) sometimes into NaN space. fun fact too! it has vr support~ no really it actually has vr support with it. and as a extra it also supports runtime hot swapping (if i got that correct i mean it can be freshly put in during runtime and work still.) it also can reboot itself during runtime and also includes server and client side versions. and i almost forgot! it also can run on a standalone vr! (i tested on a meta quest 3)

(a random test i was doing with it. kinda not the best show of it but the file limit is 10MB soooo ye…)

and to finish off, if this project gets enough attention from the public i may open a demo for you guys to view. no pressure of course!

4 Likes

even better shadow masking using editable images and :SetColorAlpha()

7 Likes

How do you tell that they are in the shadow? I am very curious as this is an amazing effect.

Cast a ray starting from the vert position and facing the light source (the sun), if the ray returns, its inside a shadow, if not its lit up.

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Adding new features to my game


LOOKING FOR FEEDBACK :arrow_down::arrow_down::arrow_down::arrow_down:


I’m working on a realistic creature hunting game. It’s kinda like the steam game “Bigfoot”. It has similar features, but with different maps, POis, and a different creature. Hoping to release it to pre-alpha soon!

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made a killing game go check it out for the love of god sweet mary jesus

https://devforum.roblox.com/t/feedback-carnage-v1/3630221

Added some spotlights

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Sneak peak

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What is this supposed to be?

Looks interesting